Civ Assist

Only suggestion I can make at this point, is that the windows should still just be a touch bigger, or at least save the field sizes if you adjust them. On the trading tab, Luxuries is now visible, but just barely.
 
Actually, there is another suggestion I can make...

How about an alert for a city that's about to lose a citizen due to starvation?
 
I also got the error: "Run-time error '7': Out of memory." However I am playing the Rhye's of Civilization scenario, so I guess it does not work with scenarios.

EDIT: It works properly with an epic game. That is on sweet program!
 
Sweeeeeeeeeeet! :band:

Good job, ainwood! :goodjob: :goodjob:

AND, thanks to Dianthus for giving the "plug" at his CivReplay thread that directed me to your utility! :goodjob:

Improvement Request:
Is it possible to "Alert" when a city has increased in size THIS turn?..........You know how the AI "manhandles" the laborers when the city population increases! ;)
(Unless somebody can think of an easy way to check cities with an increase in population WITHOUT going through EVERY city!? :crazyeye: )

Glanced at the program...........looks great............noticed in the Technology tab, "Turns Remaining" doesn't have the 40/50 cap for researching a Tech. (viz. when you research at the 1 beaker/turn rate, max turns=40 or 50 depending on the version of Civ.)

A Big Thank You ainwood for all the time you've put into improving the World's BEST Civ site, CFC! :goodjob:
 
Could you leave the 40/50 turns cap off (or even show both). It would be really helpful to know if a bit more science would make a difference, or whether 50 turn gambit was the best it could be!
 
Each time i tried to load the civ assist, i got this error message, help!

Run time error "9":
Subscript out of range

I am using the latest 1.22 standalone patch...
 
@smphang, I suggest you either post a .sav to this thread, or send it to ainwood at gotm@civfanatics.net.
 
Very nice program. It contains a lot of useful info. I have found some small problem.

1. As said before about anarchy, the corruption calculator has some problem. If I load a savegame in communism, select another government type and then switch back to communism, the original corruption data is a lot different from the new data displayed. This feature would be really useful to know if a governement change is profitable. BTW, does the calculation includes maintenance costs for units and building ?

2. Small fix : It looks like wheat add commerce rather than food in the terrain tab. I noticed that with flood plain.

3. Ultra small fix : text alignment where worked tiles are displayed.

3. Suggestion. In the tech tab, maybe add the remaining beakers before tech. Instead of all the number, put a progress bar that shows beakers done, to do and total. Lost beakers at the end of reseach is a very useful info.

4. If possible, make the window resizeable. It represents some work because you must specify rules for resize. Also, add a minimize button in the title bar.

These are only suggestions to make a great util even better. Do what you want with it. Great work ! :goodjob:
 
hmmn...
let me explain a bit more...
i started the conquest, choose a random scenario... then start the civassist...
then i will get the error message before it finish loading...
i have tried the normal civ3 version, and again same thing will happen...
below is a screenshot:

p/s: if ainwood want, i will send him the save file as well.... but as i mention earlier... this happen to any game of mine... :(
 

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GoNzOTW said:
Only suggestion I can make at this point, is that the windows should still just be a touch bigger, or at least save the field sizes if you adjust them. On the trading tab, Luxuries is now visible, but just barely.
I'll have a look - maybe look at the form layout a bit. I didn't autosize those columns in the tradring, but maybe I could set size bands so that they're at least visible. Note that they do have tool-tips to show what the luxuries / resources are.

GoNzOTW said:
How about an alert for a city that's about to lose a citizen due to starvation?
Sounds reasonable. I was going to add one for when a city is constrained by no aquaduct / hospital, so its in the same theme.

EMan said:
Is it possible to "Alert" when a city has increased in size THIS turn?..........You know how the AI "manhandles" the laborers when the city population increases!
Yes - should be possible. I was working to add one for settler-factories, to tell you when you no longer have 5 food surplus, so again there will be a lot of replication, so it makes it easy.

EMan said:
noticed in the Technology tab, "Turns Remaining" doesn't have the 40/50 cap for researching a Tech. (viz. when you research at the 1 beaker/turn rate, max turns=40 or 50 depending on the version of Civ.)
d'oh! I put the 40 / 50 turn check on for the over-run calc I think. Class that one as a bug!

RFHolloway said:
Could you leave the 40/50 turns cap off (or even show both). It would be really helpful to know if a bit more science would make a difference, or whether 50 turn gambit was the best it could be!
Show it in brackets?

Firecrack said:
1. As said before about anarchy, the corruption calculator has some problem. If I load a savegame in communism, select another government type and then switch back to communism, the original corruption data is a lot different from the new data displayed. This feature would be really useful to know if a governement change is profitable. BTW, does the calculation includes maintenance costs for units and building ?
The 'restore' button returns to the actual values, which is my work-around because the numbers are slightly wrong. I will try and improve these numbers though. The calculation does include maintenance costs, but not interest payments, or gold to / from other civs.

firecrack said:
2. Small fix : It looks like wheat add commerce rather than food in the terrain tab. I noticed that with flood plain.
Will check that out. :)
firecrack said:
3. Ultra small fix : text alignment where worked tiles are displayed.
Probably due to me playing around with the sizing yesterday!
firecrack said:
3. Suggestion. In the tech tab, maybe add the remaining beakers before tech. Instead of all the number, put a progress bar that shows beakers done, to do and total. Lost beakers at the end of reseach is a very useful info.
I'll look in to it.
firecrack said:
4. If possible, make the window resizeable. It represents some work because you must specify rules for resize. Also, add a minimize button in the title bar.
The minimize button is easy! As for allowing resizing, I made it unsizeable to avoid all the layout change code! :cringe: I may look at it, but it will be a lower priority.



Thanks to all for these suggestions!
 
this tool is simply marvellous! i was looking into the tradeassist thread from time to time, but this is much more than i ever expected to see. Great!

no probs while installing, it works fine on my system. remarks:
1. Base Terrain: agricultural desert bonus is not added; why not add worker turns needed? this could be cumulative (mine + road + railroad = so-and-so many turns). and what about "city" improvement? if i got a city on any terrain (where it is allowed ;) ) how much power will this tile have?
On the other hand: why did you put that tab in? it's a kind of interactive civilopedia for tile values, right?

2. Territory: Exploration info doesn't take water tiles into account, at least not from my save. Terr. stats about worked and unworked tiles are all 0. and I am not in anarchy.
the worker stats are pretty interesting, i will see how they can be helpful to plan my games.

3. all tables: columns still cannot be sorted :( . this is the only request i would really like to see implemented. but maybe, vb code doesn't allow for that?
 
This is a lovely piece of kit, it really is.
Now for the question to mark me out as a fool, and apologies if this is in the wrong thread:
What are the four buildings for corruption in the city screen? Courthouse & Police station presumably, plus Forbidden Palace as a third. My capital has a 0 in the column so I guess Palace isn't the fourth. I've checked the improvements and wonder list and can't see another. Thanks.
 
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